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Inside Ted's Head/jojocraft

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Revision as of 14:06, 15 February 2014 by JuomariVeren (talk | contribs) (Player Statistics)
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Stats System

Player Statistics

  • Level - A measure of gathered experience, which is then converted into levels. Levels are used to upgrade stats, enchant equipment, and to use the Anvil.
  • Health - The amount of damage you can take before you die. Damage comes from mobs, projectiles, and certain aspects of the environment. Health regenerates over time above a certain level of Hunger. This stat can be leveled up.
  • Hunger - A measure of energy you can expend to perform certain tasks, such as gathering resources and running. Losing half of your hunger stops natural Health regeneration. At 0 Hunger, you cannot gather resources or sprint. Hunger automatically increases in capacity and decreases faster as Health is leveled up.
  • Defense - Reduces incoming damage from mobs, and from certain environmental hazards. Defense points come from armor and accessories. Heavier equipment can weigh down a character with low Strength.
  • Strength - A measure of how hard you can swing and how many items you can carry. When unarmed you deal a base amount of damage, and Strength improves the damage you do with weapons. This stat can be leveled up.
  • Speed - How fast you can move, as well as how fast you can use weapons and tools. Negatively influenced by being weighed down with items, but this can be counteracted by leveling Strength as well. This stat can be leveled up.
  • Mana - To be added at a later date. Affects ability to cast spells, and works like health in all other respects. May also affect what levels of magic you can use. This stat can be leveled up.

Upgrading Statistics

To level up a stat, it is required that you gather a requisite amount of experience Levels to do so. When you've reached the desired amount for your stats, enter the Stats Tab of your inventory to upgrade your stats. Subsequent stat improvements cost more levels. Stats can normally only be leveled a certain amount of times, but these limits can be removed by editing the gamerule statLevel. Editing the formula that determines the experience needed between levels can be editing using the config file, but this is ill-advised for those without proper knowledge of editing such files.

Weapon Statistics

  • Damage - The damage range of a weapon that it deals on a hit. This range includes your base damage, and includes the bonus damage granted from high Strength.
  • Weight - The weapon's weight determines how fast you can swing it, by comparing the number to your speed score and subtracting it to determine your total swing speed with that weapon. Lighter tools can be swung faster.
  • Range - How far the weapon reaches from you, in squares. Ranged equipment has varying ranges based on how long you charge it before firing, and will express this statistic as a range.
  • Type - The type of damage the weapon deals, between Melee, Ranged, and Magic. Determines the criteria under which you score critical hits. Ranged Weapons score critical hits when they're fully charged, melee weapons critically hit when charging towards the enemy. Magic is currently not implemented and does not have a way to score critical hits.
  • Durability - How many attacks you can make with a weapon before it breaks. Broken weapons don't function until repaired at an Anvil.
  • Knockback - How far your attacks with this weapon knock a target back on-hit, measured in squares. Heavy and melee weapons often score higher amounts of Knockback.

Armor Statistics

  • Defense - The bonus to Defense Armor grants, which reduces incoming damage from attacks. Damage reduction is represented as a percentage reduction from all incoming damage. Better quality armor grants more defense stats.
  • Conductivity - Chance of Magic spells failing through the equipment. Most Metal armors and particularly unwieldy armor types incur difficulties casting Magic. Conductivity is represented as a percentage chance for a spell to fail upon casting it. Light and magically-attuned armors have less Conductivity.
  • Durability - How much damage Armor can absorb for you before it breaks. Broken Armor cannot be worn and does not grant defense until it is repaired at an anvil.

New Inventory UI

Equipment Tab

The Equipment Tab shows your current equipped armor pieces and accessories, as well as the stat bonuses from your gear. Unique effects still require you to mouse over the equipment however.

Stats Tab

Shows your current set of statistics, with adjustments, as well as the benefits of the stats. When you level, this is where you'll be able to up your stats.

Crafting Tab

Includes the crafting menu, allowing you to craft items with a 4x4 punnet. This allows you to make simple items and tools with your bare hands.

Toolbelt Tab

Contains the Toolbelt, which you can put your tools into to cycle through them with the middle mouse button for ease of access, as well as clearing inventory space. Tools in the Toolbelt still confer their weight, but do not occupy any of the 27 inventory slots usually reserved for items.

Villager Questing System

Quest Types

Quest-Giving NPCs

Strongholds

Invasions

Weapons

Melee

Ranged

Magic

Note: All magic weapons are currently found in the creative tab and are available for testing in creative mode. They have not yet been fully implemented into the game.

Armors